Lockdown2
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Re: Lockdown2
Posted by mrnatural332000 on Sun Sep 23rd at 9:38am 2007


howdy all............im redesigning lockdown and i have a small unfinshed map of it on my web site. id like some serious comments.

thanks





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Re: Lockdown2
Posted by Le Chief on Mon Sep 24th at 8:59am 2007


The level geometry is way to linear, its almost like half-life 1, and the walls are plain, But keep it up, it looks like its still in the early stages:).





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Re: Lockdown2
Posted by mrnatural332000 on Mon Sep 24th at 1:20pm 2007


ok





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Re: Lockdown2
Posted by FatStrings on Mon Sep 24th at 1:34pm 2007


aaron is definately right, just in those three screenies there is this boxy feel to the map that you want to avoid, make it feel natural, also, unless the building flooded that water filled spot doesn't seem like a place where water would be, maybe replace that with a drainage pipe or something like that [/2cents]



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Re: Lockdown2
Posted by reaper47 on Mon Sep 24th at 6:51pm 2007


My personal gripe would be that there are enough lockdown-themed maps floating around already. If you want to put in so much effort, I would personally try a different theme and completely new layout altogether.

I much preferred the theme of your other map which, while a little gray and random, at least offered visuals you won't find in HL2DM default maps.






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Re: Lockdown2
Posted by FatStrings on Mon Sep 24th at 7:57pm 2007


agreed



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Re: Lockdown2
Posted by mrnatural332000 on Mon Sep 24th at 10:49pm 2007


yeah.....well i wont abandon it. i already spent about ten hours on it now....ive added alot since. i didnt know there was lockdown based themes around. either way this is lockdown2 and im sticking with it.



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Re: Lockdown2
Posted by haymaker on Tue Sep 25th at 7:05am 2007


<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Ill just point out there is an existing map named "dm_lockdown2". ripped from the sp level in nova prospekt




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Re: Lockdown2
Posted by reaper47 on Tue Sep 25th at 9:30am 2007


Well, if you want to go all the way, then I'd pay attention to lighting. Add some cold, blueish lights in-between, the map's lit too yellow now. Also look at how the original lockdown uses spotlights. They're very bright (with "constant" values in the spotlight properties set to "10000" or more). There's an sdk_lockdown example map somewhere in the SDK folders. You might want to check it out!





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Re: Lockdown2
Posted by Riven on Tue Sep 25th at 11:17pm 2007


Well, I would advise not continuing either, but you already made your claim, so I'll move on...

It seems you?re approaching this map with the idea in mind of taking all the best things you experienced in Lockdown, and recreating them here, but with a different layout.

I don't know how close you're sticking to the original, but I'd say (and I know it's only 10% complete) that in order to make it any more interesting, you will need to "invent" new or more interesting architecture. The first shot looks like it's just a box with a guard office up top. Why would there need to be a guard office up top? There are no cells to watch, and that area doesn't seem to be one of particular importance. Give it your own reason or setting. Even with the columns it still remains uninteresting. With the height of the "tower room" perhaps you can contrast that by making a "secret" or open access to a basement in the same area, make it a kitchen or laundry mat. It will make the player want to explore your map.

In order to make a map like this, you will need to work extra hard to make it exciting, because this map is one that EVERYONE already has, and to tell them that they're about to play Lockdown2!!! Doesn't really sound all that enticing, but I'm sure they'll let it finish loading out of curiosity. If you want to keep them in the map however, you will need to surprise them with the difference of how it actually looks. Sure you can have the familiar landmarks from the original like the "office tower" but give it a different context to exist in. Perhaps a work yard, or the warden's office overlooking the complex; catwalks following the walls from watch tower to watch tower. That's what will keep the players there, and will also want to make them explore too!

About the only thing keeping me interested in the map now (via screenshots) is the third one of the water. I'd like to know why there is water there! Can I turn it off? if I open a door will it leak into the next room? Can I go under it to reach a hidden place that will take me behind enemy lines? Players ask questions like that (subconsciously) and consciously as they play a person's map. So you can treat this as an aspiration to surprise players with a totally different take on the theme! A little bit harder work imo (that's why most people shy away from this kind of idea) but a worthy challenge, so if you?re up to it, then by all means, don?t let me discourage you! Please, proceed!







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Re: Lockdown2
Posted by Le Chief on Wed Sep 26th at 7:47am 2007


I recommend inaccessible areas that can be seen by the players and height variation.





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Re: Lockdown2
Posted by mrnatural332000 on Wed Oct 3rd at 12:35am 2007


i already have watch towers in mind and a courtyard





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Re: Lockdown2
Posted by mrnatural332000 on Sat Oct 6th at 11:08am 2007


Ok i added a bit to the level........be sure to check out the " destruction " areas i made thoughout the map.



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Re: Lockdown2
Posted by reaper47 on Sat Oct 6th at 5:35pm 2007


Please document with screenshots!





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Re: Lockdown2
Posted by mrnatural332000 on Sun Oct 7th at 5:59am 2007


secret area leading to another cell.

Message submitted 1 minutes after original post:

the watchtower and courtyard

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a group of cells.

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the watchtower overlooking the entrances to the two cell rooms and destroyed sections of the ceiling. and a piller.

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A dead end but nicely done

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new and improved washing facility

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i might implement another section to the catwalk which goes into another building.

im going to learn softimage and design a few things for this map. afterall designing is designing. im going to include a bench press, dumbbells, refrigerator and items for the cafeteria.





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Re: Lockdown2
Posted by mrnatural332000 on Wed Oct 10th at 1:07am 2007


? quoting reaper47
Well, if you want to go all the way, then I'd pay attention to lighting. Add some cold, blueish lights in-between, the map's lit too yellow now. Also look at how the original lockdown uses spotlights. They're very bright (with "constant" values in the spotlight properties set to "10000" or more). There's an sdk_lockdown example map somewhere in the SDK folders. You might want to check it out!

i did as you said and added some blue lighting......it is too yellow. i didnt make the blue as bright as the yellow but added it just to blend in with it.

btw does anyone know where i can get the orgional lights.rad file from? or someone could copy and paste it here. i deleted half mine cause i thought it was causing compilng problems. haha......well not quite half. just two lines. but id like to compile it with the FULL rad file not just partial.

thank you.





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Re: Lockdown2
Posted by reaper47 on Fri Oct 12th at 5:25pm 2007


If I'm not mixing things up terribly, the lights.rad file is obsolete for the Source engine as little to no light is emitted from light-textures.

For HL1 the file contained lighting settings for textures (like "neonlight1 255 255 255 300" or something). You'd apply the "neonlight1" texture to a little brush shaped like a neon-light and it would automatically emmit light. No entities needed.

In HL2 you use props instead of just texturing a brush. There are seperate light or light_spot entities and lights.rad isn't used anymore. It would still work in theory, with the right settings and stuff, but I doubt there are any official maps that use it (or custome maps for that matter...).

No need to worry.






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Re: Lockdown2
Posted by mrnatural332000 on Fri Oct 12th at 11:15pm 2007


the texure lighting still works. as in my level i have brush based light fixtures. and the compiler parses lights rad. at least thats what it says in the compiler window scrennie. haha.



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Re: Lockdown2
Posted by reaper47 on Sat Oct 13th at 6:47pm 2007


Either you're up to something I never realized (which is well possible) or you're misinterpreting the compiler window. I for once see no brush lights in your screens. Looks like props.

Do prop textures emit light? That would be awesome.






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Re: Lockdown2
Posted by haymaker on Sat Oct 13th at 8:37pm 2007


Looking good. Again, you're gonna have to look for a different name though.
http://www.fpsbanana.com/maps/16113

{ There are light_emitting textures available, filter "light"...but you knew that already reaper47. }





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